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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/**************************************************************************
* ���������������������������������� *
* Nayma Software srl *
* e -= We create much MORE than ALL =- *
* u- z$$$c '. ���������������������������������� *
* .d" d$$$$$b "b. *
* .z$* d$$$$$$$L ^*$c. *
* #$$$. $$$$$$$$$ .$$$" Project: Roasted Moths........ *
* ^*$b 4$$$$$$$$$F .d$*" *
* ^$$. 4$$$$$$$$$F .$P" Module: Inventory.CPP........ *
* *$. '$$$$$$$$$ 4$P 4 *
* J *$ "$$$$$$$" $P r Author: Giovanni Bajo........ *
* z$ '$$$P*4c.*$$$*.z@*R$$$ $. *
* z$" "" #$F^ "" '$c *
* z$$beu .ue=" $ "=e.. .zed$$c *
* "#$e z$*" . `. ^*Nc e$"" *
* "$$". .r" ^4. .^$$" *
* ^.@*"6L=\ebu^+C$"*b." *
* "**$. "c 4$$$ J" J$P*" OS: [ ] DOS [X] WIN95 [ ] PORT *
* ^"--.^ 9$" .--"" COMP: [ ] WATCOM [X] VISUAL C++ *
* " [ ] EIFFEL [ ] GCC/GXX/DJGPP *
* *
* This source code is Copyright (C) Nayma Software. ALL RIGHTS RESERVED *
* *
**************************************************************************/
#include "common/textconsole.h"
#include "tony/mpal/mpalutils.h"
#include "tony/inventory.h"
#include "tony/game.h"
#include "tony/tony.h"
namespace Tony {
/****************************************************************************\
* RMInventory Methods
\****************************************************************************/
RMInventory::RMInventory() {
m_items = NULL;
m_state = CLOSED;
m_bCombining = false;
m_csModifyInterface = g_system->createMutex();
m_nItems = 0;
Common::fill(m_inv, m_inv + 256, 0);
m_nInv = 0;
m_curPutY = 0;
m_curPutTime = 0;
m_curPos = 0;
m_bHasFocus = false;
m_nSelectObj = 0;
m_nCombine = 0;
m_bBlinkingRight = false;
m_bBlinkingLeft = false;
miniAction = 0;
}
RMInventory::~RMInventory() {
Close();
g_system->deleteMutex(m_csModifyInterface);
}
bool RMInventory::CheckPointInside(RMPoint &pt) {
if (!bCfgInvUp)
return pt.y > RM_SY - 70;
else
return pt.y < 70;
}
void RMInventory::Init(void) {
int i,j;
int curres;
// Crea il buffer principale
Create(RM_SX, 68);
SetPriority(185);
// Pulisce l'inventario
m_nInv = 0;
m_curPos = 0;
m_bCombining = false;
// Nuovi oggetti
m_nItems = 78; // @@@ Numero di oggetti prendibili
m_items = new RMInventoryItem[m_nItems + 1];
curres = 10500;
// Loop sugli oggetti
for (i = 0; i <= m_nItems; i++) {
// Carica l'oggetto da risorsa
RMRes res(curres);
RMDataStream ds;
assert(res.IsValid());
// Non deve inizializzare il cur pattern dell'oggetto dell'inventario leggendolo da MPAL!
// Glelo mettiamo noi a MANO, e non c'entra nulla con l'oggetto in MPAL
m_items[i].icon.SetInitCurPattern(false);
ds.OpenBuffer(res);
ds >> m_items[i].icon;
ds.Close();
// Mette di default a pattern 1
m_items[i].pointer = NULL;
m_items[i].status = 1;
m_items[i].icon.SetPattern(1);
m_items[i].icon.DoFrame(this, false);
curres++;
if (i == 0 || i == 28 || i == 29) continue;
m_items[i].pointer = new RMGfxSourceBuffer8RLEByteAA[m_items[i].icon.NumPattern()];
for (j = 0; j < m_items[i].icon.NumPattern(); j++) {
RMResRaw raw(curres);
assert(raw.IsValid());
m_items[i].pointer[j].Init((const byte *)raw, raw.Width(), raw.Height(), true);
curres++;
}
}
m_items[28].icon.SetPattern(1);
m_items[29].icon.SetPattern(1);
// Carica l'interfaccina
RMDataStream ds;
RMRes res(RES_I_MINIINTER);
assert(res.IsValid());
ds.OpenBuffer(res);
ds >> miniInterface;
miniInterface.SetPattern(1);
ds.Close();
// Crea il testo per gli hints sulla mini interfaccia
m_hints[0].SetAlignType(RMText::HCENTER,RMText::VTOP);
m_hints[1].SetAlignType(RMText::HCENTER,RMText::VTOP);
m_hints[2].SetAlignType(RMText::HCENTER,RMText::VTOP);
// Il testo viene preso da MPAL per la traduzione
RMMessage msg1(15);
RMMessage msg2(13);
RMMessage msg3(14);
m_hints[0].WriteText(msg1[0],1);
m_hints[1].WriteText(msg2[0],1);
m_hints[2].WriteText(msg3[0],1);
/*
m_hints[0].WriteText("Examine",1);
m_hints[1].WriteText("Talk",1);
m_hints[2].WriteText("Use",1);
*/
// Prepara il primo inventario
Prepare();
DrawOT(Common::nullContext);
ClearOT();
}
void RMInventory::Close(void) {
// Ciao memoria
if (m_items != NULL) {
// Delete the item pointers
for (int i = 0; i <= m_nItems; i++)
delete[] m_items[i].pointer;
// Delete the items array
delete[] m_items;
m_items = NULL;
}
Destroy();
}
void RMInventory::Reset(void) {
m_state = CLOSED;
EndCombine();
}
void RMInventory::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
CORO_BEGIN_CONTEXT;
RMPoint pos;
RMPoint pos2;
RMGfxPrimitive *p;
RMGfxPrimitive *p2;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
if (m_state == OPENING || m_state == CLOSING)
prim->SetDst(RMPoint(0, m_curPutY));
else
prim->SetDst(RMPoint(0, m_curPutY));
g_system->lockMutex(m_csModifyInterface);
CORO_INVOKE_2(RMGfxWoodyBuffer::Draw, bigBuf, prim);
g_system->unlockMutex(m_csModifyInterface);
if (m_state == SELECTING) {
if (!bCfgInvUp) {
_ctx->pos.Set((m_nSelectObj+1)*64 - 20,RM_SY - 113);
_ctx->pos2.Set((m_nSelectObj+1)*64 + 34,RM_SY - 150);
} else {
_ctx->pos.Set((m_nSelectObj+1)*64 - 20, 72 - 4); // la parte marrone sta in alto :(
_ctx->pos2.Set((m_nSelectObj+1)*64 + 34, 119 - 4);
}
_ctx->p = new RMGfxPrimitive(prim->m_task, _ctx->pos);
_ctx->p2 = new RMGfxPrimitive(prim->m_task, _ctx->pos2);
// Disegna l'interfaccina stupida
CORO_INVOKE_2(miniInterface.Draw, bigBuf, _ctx->p);
if (bCfgInterTips) {
if (miniAction == 1) // Esamina
CORO_INVOKE_2(m_hints[0].Draw, bigBuf, _ctx->p2);
else if (miniAction == 2) // Parla
CORO_INVOKE_2(m_hints[1].Draw, bigBuf, _ctx->p2);
else if (miniAction == 3) // Usa
CORO_INVOKE_2(m_hints[2].Draw, bigBuf, _ctx->p2);
}
delete _ctx->p;
delete _ctx->p2;
}
CORO_END_CODE;
}
void RMInventory::RemoveThis(CORO_PARAM, bool &result) {
if (m_state == CLOSED)
result = true;
else
result = false;
}
void RMInventory::RemoveItem(int code) {
int i;
for (i=0;i<m_nInv;i++)
if (m_inv[i] == code - 10000) {
g_system->lockMutex(m_csModifyInterface);
Common::copy_backward(&m_inv[i + 1], &m_inv[i + 1] + (m_nInv - i), &m_inv[i]);
// m_inv[m_nInv-1]=0;
m_nInv--;
Prepare();
DrawOT(Common::nullContext);
ClearOT();
g_system->unlockMutex(m_csModifyInterface);
return;
}
//MessageBox(NULL,"Specified object is not in the inventory","INTERNAL ERROR",MB_OK|MB_ICONEXCLAMATION);
}
void RMInventory::AddItem(int code) {
if (code <= 10000 && code >= 10101) {
// Se siamo qui, vuol dire che stiamo aggiungendo un oggetto che non dovrebbe essere
// nell'inventario
warning("Cannot find a valid icon for this item, and then it will not be added to the inventory");
} else {
g_system->lockMutex(m_csModifyInterface);
if (m_curPos + 8 == m_nInv) {
// Sfondiamo l'inventario! Attivo il pattern di lampeggio
m_items[28].icon.SetPattern(2);
}
m_inv[m_nInv++]=code-10000;
Prepare();
DrawOT(Common::nullContext);
ClearOT();
g_system->unlockMutex(m_csModifyInterface);
}
}
void RMInventory::ChangeItemStatus(uint32 code, uint32 dwStatus) {
if (code <= 10000 && code >= 10101) {
error("Specified object code is not valid");
} else {
g_system->lockMutex(m_csModifyInterface);
m_items[code - 10000].icon.SetPattern(dwStatus);
m_items[code - 10000].status = dwStatus;
Prepare();
DrawOT(Common::nullContext);
ClearOT();
g_system->unlockMutex(m_csModifyInterface);
}
}
void RMInventory::Prepare(void)
{
int i;
for (i = 1; i < RM_SX / 64 - 1; i++) {
if (i - 1 + m_curPos < m_nInv)
AddPrim(new RMGfxPrimitive(&m_items[m_inv[i - 1 + m_curPos]].icon, RMPoint(i * 64, 0)));
else
AddPrim(new RMGfxPrimitive(&m_items[0].icon, RMPoint(i * 64, 0)));
}
// Frecce
AddPrim(new RMGfxPrimitive(&m_items[29].icon, RMPoint(0, 0)));
AddPrim(new RMGfxPrimitive(&m_items[28].icon, RMPoint(640 - 64, 0)));
//AddPrim(new RMGfxPrimitive(&m_items[0].icon,RMPoint(0,0)));
}
bool RMInventory::MiniActive(void) {
return m_state == SELECTING;
}
bool RMInventory::HaveFocus(RMPoint mpos) {
// In fase di combine abbiamo il focus solo se siamo su una freccia (per poter scrollare)
if (m_state == OPENED && m_bCombining && CheckPointInside(mpos) && (mpos.x < 64 || mpos.x > RM_SX - 64))
return true;
// Se l'inventario � aperto, abbiamo il focus quando ci andiamo sopra
if (m_state == OPENED && !m_bCombining && CheckPointInside(mpos))
return true;
// Se stiamo selezionando un verbo (quindi tasto destro premuto), abbiamo il focus alltime
if (m_state == SELECTING)
return true;
return false;
}
void RMInventory::EndCombine(void) {
m_bCombining = false;
}
bool RMInventory::LeftClick(RMPoint mpos, int& nCombineObj) {
int n;
// Il click sinistro prende in mano un oggetto dell'inventario per utilizzarlo con lo sfondo
n=mpos.x / 64;
if (m_state == OPENED) {
if (n > 0 && n < RM_SX / 64 - 1 && m_inv[n - 1 + m_curPos] != 0) {
m_bCombining = true; //m_state=COMBINING;
m_nCombine = m_inv[n - 1 + m_curPos];
nCombineObj = m_nCombine + 10000;
_vm->PlayUtilSFX(1);
return true;
}
}
// Click sulla freccia destra
if ((m_state == OPENED) && m_bBlinkingRight) {
g_system->lockMutex(m_csModifyInterface);
m_curPos++;
if (m_curPos+8 >= m_nInv) {
m_bBlinkingRight = false;
m_items[28].icon.SetPattern(1);
}
if (m_curPos > 0) {
m_bBlinkingLeft = true;
m_items[29].icon.SetPattern(2);
}
Prepare();
DrawOT(Common::nullContext);
ClearOT();
g_system->unlockMutex(m_csModifyInterface);
}
// Click sulla freccia sinistra
else if ((m_state == OPENED) && m_bBlinkingLeft) {
assert(m_curPos>0);
g_system->lockMutex(m_csModifyInterface);
m_curPos--;
if (m_curPos == 0) {
m_bBlinkingLeft = false;
m_items[29].icon.SetPattern(1);
}
if (m_curPos + 8 < m_nInv) {
m_bBlinkingRight = true;
m_items[28].icon.SetPattern(2);
}
Prepare();
DrawOT(Common::nullContext);
ClearOT();
g_system->unlockMutex(m_csModifyInterface);
}
return false;
}
void RMInventory::RightClick(RMPoint mpos) {
int n;
assert(CheckPointInside(mpos));
if (m_state == OPENED && !m_bCombining) {
// Apre l'interfaccina contestuale
n = mpos.x / 64;
if (n > 0 && n < RM_SX / 64 - 1 && m_inv[n - 1 + m_curPos] != 0) {
m_state = SELECTING;
miniAction = 0;
m_nSelectObj = n - 1;
_vm->PlayUtilSFX(0);
}
}
if ((m_state == OPENED) && m_bBlinkingRight) {
g_system->lockMutex(m_csModifyInterface);
m_curPos += 7;
if (m_curPos + 8 > m_nInv)
m_curPos = m_nInv - 8;
if (m_curPos + 8 <= m_nInv) {
m_bBlinkingRight = false;
m_items[28].icon.SetPattern(1);
}
if (m_curPos>0) {
m_bBlinkingLeft = true;
m_items[29].icon.SetPattern(2);
}
Prepare();
DrawOT(Common::nullContext);
ClearOT();
g_system->unlockMutex(m_csModifyInterface);
} else if ((m_state == OPENED) && m_bBlinkingLeft) {
assert(m_curPos > 0);
g_system->lockMutex(m_csModifyInterface);
m_curPos -= 7;
if (m_curPos < 0) m_curPos = 0;
if (m_curPos == 0) {
m_bBlinkingLeft = false;
m_items[29].icon.SetPattern(1);
}
if (m_curPos + 8 < m_nInv) {
m_bBlinkingRight = true;
m_items[28].icon.SetPattern(2);
}
Prepare();
DrawOT(Common::nullContext);
ClearOT();
g_system->unlockMutex(m_csModifyInterface);
}
}
bool RMInventory::RightRelease(RMPoint mpos, RMTonyAction& curAction) {
if (m_state == SELECTING) {
m_state = OPENED;
if (miniAction == 1) { // Esamina
curAction = TA_EXAMINE;
return true;
} else if (miniAction == 2) { // Parla
curAction = TA_TALK;
return true;
} else if (miniAction == 3) { // Usa
curAction = TA_USE;
return true;
}
}
return false;
}
#define INVSPEED 20
void RMInventory::DoFrame(RMGfxTargetBuffer &bigBuf, RMPointer &ptr, RMPoint mpos, bool bCanOpen) {
int i;
bool bNeedRedraw = false;
if (m_state != CLOSED) {
// Pulisce l'OTList
g_system->lockMutex(m_csModifyInterface);
ClearOT();
// Fa il DoFrame di tutti gli oggetti contenuti attualmente nell'inventario
// @@@ forse bisognerebbe farlo di tutti gli oggetti takeable? Probabilmente non serve a nulla
for (i = 0; i < m_nInv; i++)
if (m_items[m_inv[i]].icon.DoFrame(this, false) && (i >= m_curPos && i <= m_curPos + 7))
bNeedRedraw = true;
if ((m_state == CLOSING || m_state == OPENING || m_state == OPENED) && CheckPointInside(mpos)) {
if (mpos.x > RM_SX - 64) {
if (m_curPos + 8 < m_nInv && !m_bBlinkingRight) {
m_items[28].icon.SetPattern(3);
m_bBlinkingRight = true;
bNeedRedraw = true;
}
} else if (m_bBlinkingRight) {
m_items[28].icon.SetPattern(2);
m_bBlinkingRight = false;
bNeedRedraw = true;
}
if (mpos.x < 64) {
if (m_curPos > 0 && !m_bBlinkingLeft) {
m_items[29].icon.SetPattern(3);
m_bBlinkingLeft = true;
bNeedRedraw = true;
}
} else if (m_bBlinkingLeft) {
m_items[29].icon.SetPattern(2);
m_bBlinkingLeft = false;
bNeedRedraw = true;
}
}
if (m_items[28].icon.DoFrame(this, false))
bNeedRedraw = true;
if (m_items[29].icon.DoFrame(this, false))
bNeedRedraw = true;
if (bNeedRedraw)
Prepare();
g_system->unlockMutex(m_csModifyInterface);
}
if (_vm->GetEngine()->GetInput().GetAsyncKeyState(Common::KEYCODE_i)) {
bCfgInvLocked = !bCfgInvLocked;
}
if (m_bCombining) {//m_state == COMBINING)
ptr.SetCustomPointer(&m_items[m_nCombine].pointer[m_items[m_nCombine].status - 1]);
ptr.SetSpecialPointer(RMPointer::PTR_CUSTOM);
}
if (!bCfgInvUp) {
if ((m_state == CLOSED) && (mpos.y > RM_SY - 10 || bCfgInvLocked) && bCanOpen) {
if (!bCfgInvNoScroll) {
m_state = OPENING;
m_curPutY = RM_SY - 1;
m_curPutTime=_vm->GetTime();
} else {
m_state = OPENED;
m_curPutY = RM_SY - 68;
}
} else if (m_state == OPENED) {
if ((mpos.y < RM_SY - 70 && !bCfgInvLocked) || !bCanOpen) {
if (!bCfgInvNoScroll) {
m_state = CLOSING;
m_curPutY = RM_SY - 68;
m_curPutTime = _vm->GetTime();
} else {
m_state = CLOSED;
}
}
} else if (m_state == OPENING) {
while (m_curPutTime + INVSPEED < _vm->GetTime()) {
m_curPutY -= 3;
m_curPutTime += INVSPEED;
}
if (m_curPutY <= RM_SY - 68) {
m_state = OPENED;
m_curPutY = RM_SY - 68;
}
} else if (m_state == CLOSING) {
while (m_curPutTime + INVSPEED < _vm->GetTime()) {
m_curPutY += 3;
m_curPutTime += INVSPEED;
}
if (m_curPutY > 480)
m_state = CLOSED;
}
} else {
if ((m_state == CLOSED) && (mpos.y<10 || bCfgInvLocked) && bCanOpen) {
if (!bCfgInvNoScroll) {
m_state = OPENING;
m_curPutY =- 68;
m_curPutTime = _vm->GetTime();
} else {
m_state = OPENED;
m_curPutY = 0;
}
}
else if (m_state == OPENED) {
if ((mpos.y>70 && !bCfgInvLocked) || !bCanOpen) {
if (!bCfgInvNoScroll) {
m_state = CLOSING;
m_curPutY = -2;
m_curPutTime = _vm->GetTime();
} else {
m_state = CLOSED;
}
}
} else if (m_state == OPENING) {
while (m_curPutTime + INVSPEED < _vm->GetTime()) {
m_curPutY += 3;
m_curPutTime += INVSPEED;
}
if (m_curPutY >= 0) {
m_state = OPENED;
m_curPutY = 0;
}
} else if (m_state == CLOSING) {
while (m_curPutTime + INVSPEED < _vm->GetTime()) {
m_curPutY -= 3;
m_curPutTime += INVSPEED;
}
if (m_curPutY < -68)
m_state = CLOSED;
}
}
if (m_state == SELECTING) {
int startx = (m_nSelectObj + 1) * 64 - 20;
int starty;
if (!bCfgInvUp)
starty=RM_SY-109;
else
starty=70;
// Controlla se si trova su uno dei verbi
if (mpos.y > starty && mpos.y < starty + 45) {
if (mpos.x > startx && mpos.x < startx + 40) {
if (miniAction !=1 ) {
miniInterface.SetPattern(2);
miniAction = 1;
_vm->PlayUtilSFX(1);
}
} else if (mpos.x >= startx + 40 && mpos.x < startx + 80) {
if (miniAction != 2) {
miniInterface.SetPattern(3);
miniAction = 2;
_vm->PlayUtilSFX(1);
}
} else if (mpos.x >= startx + 80 && mpos.x < startx + 108) {
if (miniAction != 3) {
miniInterface.SetPattern(4);
miniAction = 3;
_vm->PlayUtilSFX(1);
}
} else {
miniInterface.SetPattern(1);
miniAction = 0;
}
} else {
miniInterface.SetPattern(1);
miniAction = 0;
}
// Aggiorna la miniinterface
miniInterface.DoFrame(&bigBuf, false);
}
if ((m_state!= CLOSED) && !m_nInList) {
bigBuf.AddPrim(new RMGfxPrimitive(this));
}
}
bool RMInventory::ItemInFocus(RMPoint mpt) {
if ((m_state == OPENED || m_state == OPENING) && CheckPointInside(mpt))
return true;
else
return false;
}
RMItem *RMInventory::WhichItemIsIn(RMPoint mpt) {
int n;
if (m_state == OPENED) {
if (CheckPointInside(mpt)) {
n=mpt.x / 64;
if (n>0 && n < RM_SX / 64 - 1 && m_inv[n - 1 + m_curPos] != 0 && (!m_bCombining || m_inv[n - 1 + m_curPos] != m_nCombine))
return &m_items[m_inv[n - 1 + m_curPos]].icon;
}
}
return NULL;
}
int RMInventory::GetSaveStateSize(void) {
// m_inv pattern m_nInv
return 256*4 + 256*4 + 4 ;
}
void RMInventory::SaveState(byte *state) {
int i, x;
WRITE_LE_UINT32(state, m_nInv); state += 4;
Common::copy(m_inv, m_inv + 256, (uint32 *)state); state += 256 * 4;
for (i = 0; i < 256; i++) {
if (i < m_nItems)
x = m_items[i].status;
else
x = 0;
WRITE_LE_UINT32(state, x); state += 4;
}
}
int RMInventory::LoadState(byte *state) {
int i, x;
m_nInv = READ_LE_UINT32(state); state += 4;
Common::copy((uint32 *)state, (uint32 *)state + 256, m_inv); state += 256 * 4;
for (i = 0; i < 256; i++) {
x = READ_LE_UINT32(state); state += 4;
if (i < m_nItems) {
m_items[i].status = x;
m_items[i].icon.SetPattern(x);
}
}
m_curPos = 0;
m_bCombining = false;
m_items[29].icon.SetPattern(1);
if (m_nInv > 8)
m_items[28].icon.SetPattern(2);
else
m_items[28].icon.SetPattern(1);
Prepare();
DrawOT(Common::nullContext);
ClearOT();
return GetSaveStateSize();
}
/****************************************************************************\
* RMInterface methods
\****************************************************************************/
RMInterface::~RMInterface() {
}
bool RMInterface::Active() {
return m_bActive;
}
int RMInterface::OnWhichBox(RMPoint pt) {
int max, i;
pt -= m_openStart;
// Controlla quanti verbi bisogna considerare
max = 4; if (m_bPalesati) max = 5;
// Cerca il verbo
for (i = 0; i < max; i++)
if (m_hotbbox[i].PtInRect(pt))
return i;
// Nessun verbo trovato
return -1;
}
void RMInterface::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
CORO_BEGIN_CONTEXT;
int h;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
prim->Dst().TopLeft() = m_openStart;
CORO_INVOKE_2(RMGfxSourceBuffer8RLEByte::Draw, bigBuf, prim);
// Controlla se c'e' da disegnare una zona calda
_ctx->h = OnWhichBox(m_mpos);
if (_ctx->h != -1) {
prim->Dst().TopLeft() = m_openStart;
CORO_INVOKE_2(m_hotzone[_ctx->h].Draw, bigBuf, prim);
if (m_lastHotZone != _ctx->h) {
m_lastHotZone = _ctx->h;
_vm->PlayUtilSFX(1);
}
if (bCfgInterTips) {
prim->Dst().TopLeft() = m_openStart + RMPoint(70, 177);
CORO_INVOKE_2(m_hints[_ctx->h].Draw, bigBuf, prim);
}
} else
m_lastHotZone = -1;
CORO_END_CODE;
}
void RMInterface::DoFrame(RMGfxTargetBuffer &bigBuf, RMPoint mousepos) {
// Se c'� bisogna, schedula nella OT list
if (!m_nInList && m_bActive)
bigBuf.AddPrim(new RMGfxPrimitive(this));
m_mpos = mousepos;
}
void RMInterface::Clicked(RMPoint mousepos) {
m_bActive = true;
m_openPos = mousepos;
// Calcola l'angolo in alto a sinistra dell'interfaccia
m_openStart = m_openPos - RMPoint(m_dimx / 2, m_dimy / 2);
m_lastHotZone = -1;
// La tiene dentro lo schermo
if (m_openStart.x < 0) m_openStart.x = 0;
if (m_openStart.y < 0) m_openStart.y = 0;
if (m_openStart.x+m_dimx > RM_SX) m_openStart.x = RM_SX - m_dimx;
if (m_openStart.y+m_dimy > RM_SY) m_openStart.y = RM_SY - m_dimy;
// Play dell'effetto sonoro
_vm->PlayUtilSFX(0);
}
bool RMInterface::Released(RMPoint mousepos, RMTonyAction &action) {
if (!m_bActive)
return false;
m_bActive = false;
switch (OnWhichBox(mousepos)) {
case 0:
action = TA_TAKE;
break;
case 1:
action = TA_TALK;
break;
case 2:
action = TA_USE;
break;
case 3:
action = TA_EXAMINE;
break;
case 4:
action = TA_PALESATI;
break;
default: // Nessun verbo
return false;
}
return true;
}
void RMInterface::Reset(void) {
m_bActive = false;
}
void RMInterface::SetPalesati(bool bOn) {
m_bPalesati=bOn;
}
bool RMInterface::GetPalesati(void) {
return m_bPalesati;
}
void RMInterface::Init(void) {
int i;
RMResRaw inter(RES_I_INTERFACE);
RMRes pal(RES_I_INTERPPAL);
SetPriority(191);
RMGfxSourceBuffer::Init(inter, inter.Width(), inter.Height());
LoadPaletteWA(RES_I_INTERPAL);
for (i = 0; i < 5; i++) {
RMResRaw part(RES_I_INTERP1 + i);
m_hotzone[i].Init(part, part.Width(), part.Height());
m_hotzone[i].LoadPaletteWA(pal);
}
m_hotbbox[0].SetRect(126, 123, 159, 208); // prendi
m_hotbbox[1].SetRect(90, 130, 125, 186); // parla
m_hotbbox[2].SetRect(110, 60, 152, 125);
m_hotbbox[3].SetRect(56, 51, 93, 99);
m_hotbbox[4].SetRect(51, 105, 82, 172);
m_hints[0].SetAlignType(RMText::HRIGHT, RMText::VTOP);
m_hints[1].SetAlignType(RMText::HRIGHT, RMText::VTOP);
m_hints[2].SetAlignType(RMText::HRIGHT, RMText::VTOP);
m_hints[3].SetAlignType(RMText::HRIGHT, RMText::VTOP);
m_hints[4].SetAlignType(RMText::HRIGHT, RMText::VTOP);
// Il testo viene preso da MPAL per la traduzione
RMMessage msg0(12);
RMMessage msg1(13);
RMMessage msg2(14);
RMMessage msg3(15);
RMMessage msg4(16);
m_hints[0].WriteText(msg0[0], 1);
m_hints[1].WriteText(msg1[0], 1);
m_hints[2].WriteText(msg2[0], 1);
m_hints[3].WriteText(msg3[0], 1);
m_hints[4].WriteText(msg4[0], 1);
/*
m_hints[0].WriteText("Take",1);
m_hints[1].WriteText("Talk",1);
m_hints[2].WriteText("Use",1);
m_hints[3].WriteText("Examine",1);
m_hints[4].WriteText("Palesati",1);
*/
m_bActive = false;
m_bPalesati = false;
m_lastHotZone = 0;
}
void RMInterface::Close(void) {
int i;
Destroy();
for (i = 0; i < 5; i++)
m_hotzone[i].Destroy();
}
} // End of namespace Tony
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